Management Board Report on the Activities of the Cd Projekt Group In
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Social Media Marketing in Creative Industries: How to Use Social Media Marketing to Promote Computer Games?
information Article Social Media Marketing in Creative Industries: How to Use Social Media Marketing to Promote Computer Games? Bartosz Wawrowski and Iwona Otola * Faulty of Management, Czestochowa University of Technology, D ˛abrowskiego 69, 42-201 Cz˛estochowa,Poland; [email protected] * Correspondence: [email protected] Received: 27 March 2020; Accepted: 28 April 2020; Published: 30 April 2020 Abstract: Currently, almost every business entity has one or more social media accounts. This statement is true for companies operating in creative areas as well. Social media make it possible to perform widely understood marketing-oriented undertakings. They allow for toll-free presentation of a particular company, its history, products, achievements, as well as for encouraging prospective customers to visit its websites. Social media marketing plays an important role in the satisfactory advertising of creative brands, companies, and products. The aim of this article is to discuss the possibilities of utilizing social media marketing by a creative company dealing with the production of computer games. The authors have attempted to analyze selected elements of computer game promotion opted for by the CD Projekt Capital Group. As of currently, The Witcher game is a product that is well known and highly appreciated all over the world. Nevertheless, its promotion has required the utilization of a proper marketing strategy, based on social media-specific tools. Keywords: computer games; creative companies; social media marketing 1. Introduction Up until recently, the “creative sector” term has been rarely used. Its importance for companies has increased as a result of notable changes of business specificity. When it comes to the widely understood creative industry, growth factors have been, inter alia, the emergence of the B+R sector, human capital intellectual changes, as well as, the increase in demand for the offered products. -
Gamified Social Platform for Worldwide Gamers Whitepaper
Gamified Social Platform for Worldwide Gamers Whitepaper ENG Ver 2.0 Last updated July 2021 Whitepaper | Gamified Social Platform for Worldwide Gamers White Paper Ludena Protocol provides a gamified social platform for worldwide gamers The LDN token rewards users for platform engagement with fellow participants. Our 3 million strong commu- nity boasts the ultimate gamer-focused social ecosystem and offers the three major segments of the gaming industry exclusive benefits: Players Discover or upload helpful game strategies, hints and tricks and receive fair rewards for all kinds of engagement; Can easily find or sell rare and special game items in the world’s first fee-free virtual goods marketplace; Get matched with new friends to play fun and simple games with on Ludena’s 1:1 hyper casual gaming platform. Game Publishers Marketing dollars are targeted, no longer wasted, and result in real ROI effectiveness, through in-game purchases and driven player growth, due to our accumulated 1TB+ of user analytics and our 7 years of proven marketing successes. Indie Game Developers Our platform is an ideal solution for indie game developers, who want to reach a large audience, without paying exuberant commission fees, and who want to drive in-game spend, as our token economy design encourages. 1/47 ludenaprotocol.io | Copyright©2021. All rights reserved. Executive Summary | Gamified Social Platform for Worldwide Gamers Executive Summary Ludena Protocol is the first comprehensive gamified social platform, connecting gamers, from around the world, to a single application where they can play, trade and share all things gaming with one another. The Ludena Protocol team is made up of a group of professionals, who have been operating the 3 million user strong gaming social media application, 'GameTalkTalk,' for 7 years. -
CD PROJEKT RED and NVIDIA Partner to Bring Ray Tracing to ‘Cyberpunk 2077’
CD PROJEKT RED and NVIDIA Partner to Bring Ray Tracing to ‘Cyberpunk 2077’ Highly Acclaimed, Highly Anticipated Game Uses Real-Time Ray Tracing E3--NVIDIA and CD PROJEKT RED today announced that NVIDIA® GeForce RTX™ is an official technology partner for Cyberpunk 2077 and that the companies are working together to bring real-time ray tracing to the game. Cyberpunk 2077 won over 100 awards at E3 2018 and Gamespot calls it “one of the most anticipated games of the decade.'' The game is the next project from CD PROJEKT RED, makers of the highly acclaimed The Witcher 3: Wild Hunt, which has won numerous “Game of the Year'' awards. NVIDIA and CD PROJEKT RED have a long history of technology collaboration that spans more than a decade. “Cyberpunk 2077 is an incredibly ambitious game, mixing first-person perspective and deep role-playing, while also creating an intricate and immersive world in which to tell its story,'' said Matt Wuebbling, head of GeForce marketing at NVIDIA. “We think the world of Cyberpunk will greatly benefit from the realistic lighting that ray tracing delivers.'' Ray tracing is the advanced graphics technique used to give movies their ultra-realistic visual effects. NVIDIA GeForce RTX GPUs contain specialized processor cores designed specifically to accelerate ray tracing so the visual effects in games can be rendered in real time. “Ray tracing allows us to realistically portray how light behaves in a crowded urban environment,'' says Adam Badowski, head of Studio at CD PROJEKT RED. “Thanks to this technology, we can add another layer of depth and verticality to the already impressive megacity the game takes place in.'' Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. -
CD Projekt Bloomberg: CDR PW Equity, Reuters: CDR.WA
CD Projekt Bloomberg: CDR PW Equity, Reuters: CDR.WA Kupuj, 106,00 PLN 11 września 2017 r., 07:30 Podtrzymana Kampania dla inwestorów Wyniki 1H 17 udowodniły dobrą monetyzację Gwinta. Co najważniejsze, bardzo podoba Informacje nam się naszkicowana przez firmę ścieżka rozwoju gry. Tak jak przewidywaliśmy w Kurs akcji (PLN) 94,65 poprzedniej rekomendacji CD Projekt zaczął już działać na dwóch silnikach. Starszy silnik Upside 12% – Wiedźmin 3 ciągle sprzedają się fenomenalnie (powyżej oczekiwań). Jednocześnie Liczba akcji (mn) 96,12 najlepsze, konkurencyjne firmy na rynku gier przeżywają boom. W związku z tym Kapitalizacja (mln PLN) 9 097,76 podnosimy naszą wycenę CD Projekt do PLN 106, utrzymując rekomendację Kupuj. Free float 67% Free float (mln PLN) 6 060,02 Choć Gwint przeżywa lepsze i gorsze momenty na swojej ścieżce wzrostu, trzeba przyznać, Free float (mln USD) 1 714,58 że całościowy obraz i monetyzacja projektu wygląda bardzo dobrze. Największe wrażenie EV (mln PLN) 8 411,15 robi na nas projekt dodatku do gry (kampania dla jednego gracza), który naszym zdaniem Dług netto (mln PLN) -686,61 będzie mocno przypominał samodzielną grę dla jednego gracza. To może bardzo poszerzyć jego sprzedaż i później zwiększyć bazę graczy internetowych. Dywidenda Stopa dywidendy (%) 1,1% Wydaje nam się również, że niedługo pojawi się na horyzoncie mobilna wersja gry Gwinta – Odcięcie dywidendy 29.05.2017 będzie to bardzo mocnym impulsem dla projektu. Taki ruch w przeszłości więcej niż podwoił lidera tej niższy (grę Hearthstone). W przypadku Gwinta wydawał się dość trudny Akcjonariusze % Akcji technicznie i obarczony pewnym ryzykiem, ale sądzimy, że jego prawdopodobieństwo Marcin Iwiński 12,64 wyraźnie się zwiększa. -
Best Game of 2020 #1 Animal Crossing: New Horizons #2 Hades #3 Ghost of Tsushima
2020 Game Recommendations The best games from the worst year BEST GAME OF 2020 #1 ANIMAL CROSSING: NEW HORIZONS #2 HADES #3 GHOST OF TSUSHIMA Honorable Mentions: Crusader Kings 3, World of Warcraft: Shadowlands, Factorio, Doom Eternal, Cyberpunk 2077 BEST STORY BEST ART & VISUALS HADES HADES Art and Art Direction: Jen Zee Written by: Greg Kasavin Environmental Art: Joanne Tran 3D Art: Paige Carter Honorable Mentions: Final Fantasy VII Remake, Yakuza: Like a Dragon, 13 Sentinels: Aegis Rim, The Last of Us II, Ori and the Will of the Wisps, Crusader Kings 3, Cyberpunk 2077 Did you know The FRIENDZONE server celebrated its 4th birthday this year? It was created Sunday, Honorable Mentions: Ghost of Tsushima, April 24th, 2016 at 5:10 pm PST Genshin Impact, Ori and the Will of the Wisps, Animal Crossing: New Horizons, Outer Wilds, Cyberpunk 2077 WHERE HAVE YOU BEEN ALL MY LIFE? The best games released prior to 2020 that we discovered this year. HIDDEN GEMS OF 2020 Shine a light on some of the best games that few people paid attention to! Fitz Rachel Nullied Fox Myras Tau Leader Cobalt theStellarB raspbeary Fitret Ophainim Vaash Solanis Nando BEST DLC / NEW CONTENT / EXPANSION #1 World of Warcraft Shadowlands #2 Teamfight Tactics Fates Honorable Mentions: Rainbow Six Siege Operation Neon Dawn, Darkest Dungeon: The Butcher’s Circus, Hearthstone Battlegrounds, Monster Train DLC, Shovel Knight: King of Cards, PC Building Simulator E-Sports Expansion BEST TV SERIES BEST MOVIES #1 Schitt’s Creek Not too many movies this year but if you’re looking -
Management Board's Report on Operations Of
Asseco Group Annual Report for the year ended December 31, 2019 Present in Sales revenues 56 countries 10 667 mPLN 26 843 Net profit attributable highly commited to the parent employees company's shareholders 322.4 mPLN Order backlog for 2020 5.3 bPLN 7 601 mPLN market capitalization 1) 1) As at December 30, 2019 Asseco Group in 2019 non-IFRS measures (unaudited data) Non-IFRS figures presented below have not been audited or reviewed by an independent auditor. Non-IFRS figures are not financial data in accordance with EU IFRS. Non-IFRS data are not uniformly defined or calculated by other entities, and consequently they may not be comparable to data presented by other entities, including those operating in the same sector as the Asseco Group. Such financial information should be analyzed only as additional information and not as a replacement for financial information prepared in accordance with EU IFRS. Non-IFRS data should not be assigned a higher level of significance than measures directly resulting from the Consolidated Financial Statements. Financial and operational summary: • Dynamic organic growth and through acquisitions – increase in revenues by 14.4% to 10 667.4 mPLN and in operating profit by 22.5% to 976.2 mPLN (1 204.4 mPLN EBIT non-IFRS – increase by 14.9%) • International markets are the Group’s growth engine – 89% of revenues generated on these markets • Double-digit increase in sales in the Formula Systems and Asseco International segments • 81% of revenues from the sales of proprietary software and services • Strong business diversification (geographical, sectoral, product) Selected consolidated financial data for 2019 on a non-IFRS basis For the assessment of the financial position and business development of the Asseco Group, the basic data published on a non-IFRS basis constitute an important piece of information. -
List of Brands
Global Consumer 2019 List of Brands Table of Contents 1. Digital music 2 2. Video-on-Demand 4 3. Video game stores 7 4. Digital video games shops 11 5. Video game streaming services 13 6. Book stores 15 7. eBook shops 19 8. Daily newspapers 22 9. Online newspapers 26 10. Magazines & weekly newspapers 30 11. Online magazines 34 12. Smartphones 38 13. Mobile carriers 39 14. Internet providers 42 15. Cable & satellite TV provider 46 16. Refrigerators 49 17. Washing machines 51 18. TVs 53 19. Speakers 55 20. Headphones 57 21. Laptops 59 22. Tablets 61 23. Desktop PC 63 24. Smart home 65 25. Smart speaker 67 26. Wearables 68 27. Fitness and health apps 70 28. Messenger services 73 29. Social networks 75 30. eCommerce 77 31. Search Engines 81 32. Online hotels & accommodation 82 33. Online flight portals 85 34. Airlines 88 35. Online package holiday portals 91 36. Online car rental provider 94 37. Online car sharing 96 38. Online ride sharing 98 39. Grocery stores 100 40. Banks 104 41. Online payment 108 42. Mobile payment 111 43. Liability insurance 114 44. Online dating services 117 45. Online event ticket provider 119 46. Food & restaurant delivery 122 47. Grocery delivery 125 48. Car Makes 129 Statista GmbH Johannes-Brahms-Platz 1 20355 Hamburg Tel. +49 40 2848 41 0 Fax +49 40 2848 41 999 [email protected] www.statista.com Steuernummer: 48/760/00518 Amtsgericht Köln: HRB 87129 Geschäftsführung: Dr. Friedrich Schwandt, Tim Kröger Commerzbank AG IBAN: DE60 2004 0000 0631 5915 00 BIC: COBADEFFXXX Umsatzsteuer-ID: DE 258551386 1. -
Asseco Poland, CCC, CD Projekt, Dino Polska, JSW
Dziennik 20 sierpnia 2019 r. Komentarz dnia: Indeksy GPW zmiana WIG otw. 55 756,5 -0,1% Trwa sezon publikacji wyników finansowych. Ostateczne dane Lotosu za drugi kwartał 2019 są WIG zam. 56 035,2 1,5% zgodne ze wstępnymi wynikami i oceniamy je neutralnie. Neutralnie podchodzimy także do wyników Dino i Alumetalu. W przypadku Dino dane są nieco lepsze niż oczekiwania rynkowe, obrót (mln PLN) 632,3 -24,4% ale nieco poniżej naszych szacunków. Podoba nam się silny wzrost przychodów (+38% r/r) oraz WIG 20 otw. 2 078,8 -0,3% utrzymanie wysokiej marży brutto. Uważamy, że wysoka inflacja żywności jest czynnikiem WIG 20 zam. 2 102,2 1,8% sprzyjającym wynikom spółki. W odniesieniu do Alumetalu wyniki są zbieżne z naszymi FW20 otw. 2 085,0 -0,1% oczekiwaniami. Dostrzegamy spadek wolumenów, ale jednocześnie wyższe marże. FW20 zam. 2 103,0 1,5% mWIG40 otw. 3 775,5 -0,1% Z pozytywnych danych warto wskazać na wyniki Netii. Są one powyżej oczekiwań, zwłaszcza na mWIG40 zam. 3 778,5 0,6% poziomie zysku netto. W wynikach spółki widać wyraźnie pozytywny efekt oszczędności kosztowych (przede wszystkim na kosztach wynagrodzeń). Największe wzrosty kurs zmiana Mieszane wstępne wyniki podało CCC. Z jednej strony są one wyraźnie słabsze r/r, ale z drugiej Cyfrowy Polsat 28,00 4,6% wyższe niż nasze prognozy. Sumarycznie oceniamy je zatem lekko pozytywnie. Na plus należy mBank 317,00 4,6% wskazać spadek kosztów w sklepach CCC oraz dobre wyniki sprzedażowe segmentu e- commerce. Na minus natomiast zwracają uwagę wysokie koszty w nowo przejętych markach GTC 9,58 4,0% (Gino Rossi, Vogele). -
Game Sales Best Practices P1 Ebook
GAMEGAME SALES SALES GAME SALES BEST PRACTICES: HOW TO BOOST DIRECT SALES FROM YOUR ONLINE GAME STORE Learn how to promote and make the most of your store As we covered in our Game Sales Best Practices Part 1, there are many benefits to set up and run your own online game store. With your own store, no matter if you're a developer, a publisher or both, you can establish a direct relationship with your audience, rather than having to rely on someone else’s platform to connect to prospective players. You have the freedom to manage your store however you want: run promotions how you see fit, accept any global payment methods your players prefer to use and be relatively insulated from external platforms' general volatile natures or restrictive limits. Naturally, you can also earn more money since you won't have to pay large platform fees to other storefronts. The benefits are clear. But you can't just set up a store and leave it without the proper marketing support on the web. Let's explore the essentials of promoting your online game store and create the proper incentives for potential customers. SELL YOUR GAME ONLINE [email protected] xsolla.live/GS 1 GAME SALES WHY WOULD PLAYERS WANT TO BUY GAME KEYS DIRECTLY FROM YOU? We've previously outlined the benefits of an online store for developers and publishers. But what reason does a consumer have to buy a game from your store rather than from a platform they already use? Convenience First, there’s the ability to sell all your games in one single place. -
FY 2020 Presentation 22.04 Nowa
CD PROJEKT Group FY 2020 Earnings 22 April 2021 AdamAdam KiciKiciński //// President,President, JointJoint CEOCEO Piotr Nielubowicz // Member of the Board, CFO Michał Nowakowski // Member of the Board, SVP Business Development 2 GLOBAL RELEASE 10.12 2020 NEXT-GEN CONSOLE COMPATIBLE 3 TEAM OF 530 DEVELOPERS FROM CD PROJEKT RED 5200+ PEOPLE ENGAGED IN THE PROJECT IN TOTAL 4 18 LANGUAGES INCLUDING 11 VOICE OVERS INVOLVING 2000 ACTORS 5 3.1+ BILLION AD IMPRESSIONS IN THE GLOBAL DIGITAL CAMPAIGN* OVER 55 LOCALISED MARKETING CAMPAIGNS *total number of ad impressions in the global marketing campaign between November and December 2020 6 1.2 BILLION PLN TOTAL BUDGET 7 13.7+ MILLION COPIES SOLD IN 2020 *sell-through in 2020 (units sold; source: company estimates based on information collected from distributors) 8 CYBERPUNK 2077 — UNITS SOLD BY DISTRIBUTION TYPE* 73% 27% Physical Digital *sell-through in 2020 by distribution type (units sold; source: company estimates based on information collected from distributors) 9 CYBERPUNK 2077 — UNITS SOLD BY PLATFORM* 28% 56% 17% PC/Stadia PlayStation 4 Xbox One *sell-through in 2020 by platform type (units sold; source: company estimates based on information collected from distributors) 10 CYBERPUNK 2077 — UNITS SOLD BY REGION* 38% 34% 20% 1% ** 4% 3% *sell-through in 2020 by region type (units sold; source: company estimates based on information collected from distributors) 11 **other 12 CD PROJEKT GROUP STRATEGY UPDATE - RED 2.0 TRANSFORMATION Online experience enriching our IPs Expand Online Gaming community built around GOG GALAXY Franchise value creation through core gaming extensions Build out (e.g. -
Cd Projekt Capital Group Activities Between 1 January and 30 June 2018 2
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP ACTIVITIES BETWEEN 1 JANUARY AND 30 JUNE 2018 2 Disclaimers This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. Management Board report on CD PROJEKT Capital Group activities for the period between 1 January and 30 June 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Table of contents 9 Brief description of the CD PROJEKT Capital Group 10 Activity profile 20 Growth prospects of the CD PROJEKT Capital Group 22 CD PROJEKT S.A. on the capital market 24 CD PROJEKT Capital Group activity profile 25 Organizational structure of the CD PROJEKT Capital Group 27 Disclosure of business segments, products, services, outlets, suppliers and customers 37 Description of external and internal factors affecting the CD PROJEKT Capital Group 39 Disclosure of significant agreements 40 Risk management at the Capital Group 41 Financial results of the CD PROJEKT Group 42 Overview of key economic and financial indicators disclosed in the consolidated and separate financial statement 60 Corporate governance 61 Entity contracted to audit financial statements 61 Shareholders controlling at least 5% of the vote at the General Meeting 62 Agreements which may result in changes in the proportions of shares held by shareholders and bondholders 62 Information regarding the purchase of own shares 63 Company shares held by members of the Management Board and the Supervisory Board 64 Composition of the Management Board of CD PROJEKT S.A. -
The Witcher 3: Wild Hunt (Geralt As Popculture Icon) CHALLENGE
SLAVIC ADAPTATION OF MUSIC MARCIN PRZYBYŁOWICZ MIKOLAI STROINSKI WHO ARE WE? MARCIN PRZYBYŁOWICZ MIKOLAI STROINSKI Music Director/Composer Freelance Video Game at CD PROJEKT RED Composer KEY FACTS OF THE WITCHER FRANCHISE ‣ The Witcher started as a book hero in 1980’s art by Bogusław Polch published by Prószyński i S-ka ‣ The Witcher started as a book hero in 1980’s ‣ Created by Andrzej Sapkowski (8 books) published by SUPERNOWA ‣ The Witcher started as a book hero in 1980’s ‣ Created by Andrzej Sapkowski (8 books) ‣ Witchers are professional monster-slayers ‣ The Witcher started as a book hero in 1980’s ‣ Created by Andrzej Sapkowski (8 books) ‣ Witchers are professional monster-slayers ‣ Witchers are mutants with superhuman abilities ‣ The Witcher started as a book hero in 1980’s ‣ Created by Andrzej Sapkowski (8 books) ‣ Witchers are professional monster-slayers ‣ Witchers are mutants with superhuman abilities ‣ Geralt of Rivia - the most famous of them all ‣ The Witcher started as a book hero in 1980’s ‣ Created by Andrzej Sapkowski (8 books) ‣ Witchers are professional monster-slayers ‣ Witchers are mutants with superhuman abilities ‣ Geralt of Rivia - the most famous of them all ‣ 2001 - Wiedźmin TV series & feature film produced by Lew Rywin / Vision Film Distribution ‣ The Witcher started as a book hero in 1980’s ‣ Created by Andrzej Sapkowski (8 books) ‣ Witchers are professional monster-slayers ‣ Witchers are mutants with superhuman abilities ‣ Geralt of Rivia - the most famous of them all ‣ 2001 - Wiedźmin TV series & feature